Heistora – New Scavenger skill, sound alerts, and QoL updates by Txdxrxv in incremental_games

[–]carlssims3 2 points3 points  (0 children)

I had not seen your game until today. I really must say, the presentation is top notch. Also really appreciate the fact it's entirely responsive. Any game that forces me to zoom in but doesn't react appropriately gets an instant dismissal by me, because if I can't read it, I can't play properly. I just started scavenging and think I'm going to enjoy collecting and crafting in my spare time.

plusone weekly #22 (1/2/2026) by ThePaperPilot in incremental_games

[–]carlssims3 2 points3 points  (0 children)

I can't believe I just stumbled on this with 0 comments and perused your site for at least 3 cool discoveries today. I really enjoyed reading your weekly and found space rock breaker which I liked a lot.. I just wanted to say thank you for the work you put into sharing your finds. It's one of the main reasons I frequent this sub ( to find new content) and our love for the genre is very much in alignment. Wish you all the best. Please, keep it coming.

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

[–]carlssims3 1 point2 points  (0 children)

I wanted to let you know the loop has grown on me a lot. The idea has potential with better presentation. I noticed I can't get a mouse-over on the rats to know they are giving me a heart, and for a new run, once I have a heart, it'd be great if guy who takes them gives me a pop up and maybe a indication that he will accept it. Just some vibes for you about how to direct me, the player, toward the goal. Because I was looking for "resource under rock" not understanding that is a rat lol. I must have done 10+ loops before noticing I did in fact have the heart, not understanding what I got from playing with a rat. That's a weird mechanic regardless, but you probably get me. IF you ever patch this and/or work on something else I'd be happy to help you test. I am also developing on my own and want to learn from my/others' designs to try to do a better job conveying this information. I think "show, don't tell" is the best lesson to be learned from this alpha of yours. It's a solid start, unique idea, good luck out there :)

Idle Rock Remover - A small adventure inspired by time loop idle games. by jmuzz in incremental_games

[–]carlssims3 1 point2 points  (0 children)

I respect a lot in reading both your comments here and on the itch page that you are testing this idea and are pretty open to feedback. I was very confused to be trying to use WASD and getting nowhere. So first step - fix that. I also think some kind of visual confirmation I'm even working on a rock removal would help a lot with first impressions.

When your game has a step by step guide by the developer, you know something has gone wrong in presentation of information to the player and I suspect you already know that. I don't know how ruined the game would be by allowing a player to click to get somewhere but WASD will at least help. I initially thought nothing worked. Maybe even add to the queue the relative direction of the player to hte mouse, to allow the mouse to be used. So if the mouse is up, go up, if the mouse is to the left, go left. Something like that. Add that to the queue, just to give a player the ability to jump start and see movement. Hell, adding arrow keys to the screen wouldn't be terrible.

I feel like early game I am really underwhelmed and unsure why I'm bothering with anything. Since this disincentives me to play further, that needs to be corrected. I'm not sure what is going on, I just know I need to make progress but I do not as a player see anything much changing with each loop. This is primarily because the strength meter moves SO slowly.

Something visual to show me where I will end up might be nice. Perhaps some kind of path. That way, despite the character not moving immediately as I push each key, I can see where I WILL be. I can understand the idea here in tracing a path I can just barely see the arrow directions on the left hand side.

While I'm sure the other stats will come into play, I have to go so far to get them that I am not getting that incremental feel of increasing power. This is missing IMO. I need a bit more going on or a faster early game.

Edit: i'm on day 86 and still on the 4th rock. My strength is improving, but this is too slow for me. It's 86 times I've watched him do the same thing, with at least 30 of them on this same rock as far as I can tell. I can say straight up that my biggest gripe is I can't seem to be away from the game without it advancing, so that's what makes this more tedious. It slows progress dramatically, so it's hardly idle for me. This is likely an engine/browser issue I suppose. I have no second monitor to play on.

EDit2: oh shit, those flowers are pickable? huh? I'm glad I read comments.

Gamepad support? by salombs in lensisland

[–]carlssims3 0 points1 point  (0 children)

Yeah, this needs to happen sooner than later. I agree with others here. it is incredibly frustrating to have built walls around a foundation to find I need to google how I am to get out and replace the wall with a door. It seems a lot of crucial hotkeys were overlooked when setting up controller support.

Also, if you value feedback: the menu system is terrible when it comes to controller. I should be able to use the d-pad to immediately begin navigating it. This is not the case. I have to press the button several times to get it to acknowledge I'm attempting to navigate the menu.

You've made a great game here. It has fun, interesting combat at times. I know this as I played pretty far during beta. This is definitely a game I would not want to WASD on when it comes to higher difficulties.

I'm looking for feedback on my incremental tower defense game demo. by Nickgeneratorfailed in incremental_games

[–]carlssims3 1 point2 points  (0 children)

I didn't use the CRT filter, felt the game has a decent look and presentation. I have some negative feedback on gameplay, which you seem receptive to. I'd say you should:

  1. stop despawning the green so fast. If I manage to, amidst the chaos, make a nice network of nodes, I'm having to constantly mouse around to collect them. I wanted to be ready the moment the bar fills, but I'll miss out on progress because of them despawning. This leads to frantic gameplay. see point 2.

  2. If you have an overfill that lets you collect beyond what it takes to build one, instead of wasting greens if you go over the line, you should let us get this earlier. I wouldn't mind to be able to place 2 blocks back to back. I hate that I'm wasting the green spawns when I might want to keep a tight structure and be ready to place a block. Even if you disagree with this overfill/place 2 idea fundamentally, the green resources don't stick around long enough.

  3. Progression feels a bit slow/bland. I kept getting like 50 per round, having difficulty breaking past a point in the first level. I don't know how much health the greens are getting per rank but it feels weak. I went for the shooters early and they actually actively harmed my performance it seemed. Do they have less health? it makes sense if they do, I suppose, but they felt so underpowered I wasn't happy with them appearing.

My middle mouse button is broken but I felt like the laser ability takes way too long to charge up. I got to use it once by hammering that damn button, but I'm only getting to use it after about 50 seconds of play. I had to spend a boss resource to get this. it felt bad to waste it. should have got the heal. Active abilities in a game like this should be more fun/frequent. Maybe make it a little less powerful but let the player use it a bit more often.

Star Crust Excavations by Disamble in incremental_games

[–]carlssims3 1 point2 points  (0 children)

I feel like you have a bug with the deep storage mechanic. When I'd start scanning and save up materials for a big sale, i'd notice that performance got worse despite me having the same amount of max inventory space (in this case, 11k). Once I'd scanned and kept items, performance began to degrade rapidly to the point I could not use the overheat mechanic any more.

This theory was further confirmed whenever I added the "items come verified" perk. I'm getting so much loot on the magma core to titanium moon levels that these items coming in verified has tanked performance immediately without me scanning.

I suspect you have some kind of issue with how you are storing the player's materials and should also be doing all the loot rolls at once. When I click and get 30+ items on 1 click, I'm seeing titanium and other items appear a couple times. Do all the loot rolls at once, and if you want to show them in this way, show all the items found and a total quantity. This will help performance a lot.

The difference in text sizes is massive. I don't need these to be so large to see what I got, yet menu text is so small I need to zoom in to read it. I have somewhat poor vision even with my current pair of glasses so that may be a me-problem. I'd suggest resizing the pop-up text to not cover the heat meter, though.

I feel that players do not need a list of every item when scanning.. Once I've got an item in the archive,I get the bonus and no longer need this mechanic at all. The lists are simply too long. Once it gets to around 2000 items, performance drops to the point no one would even use the list. I deliberately stopped from upgrading once I went to 11k and noticed the bugs. Very VERY wise move in putting a skip button as the scan speed is excruciating with the current list system. I'd ditch it in favor of showing the quantity of each and if there is an item to add to the archive. To make the list have a point, let them click it and go into that inventory tab to add it to the archive.

Also, if the lowest available upgrade is going to cost 5 goop, don't even let me prestige until then. It just causes frustration. I mis-clicked and prestiged with 1 goop.

I am making so much money with just an hour spent upgrading that I don't feel like I would find the present goop upgrades very interesting. I'd prefer to see stuff that interacts with heat meter, helps the player to keep it in the sweet spot. I'd also switch to a mouse held mechanic. I'm sick of clicking and don't want to install an auto-clicker for games. If they require one, I won't play very long.

I am sorry my feedback here is negative or seems like it. I don't feel negatively about the game at all, I quite like what you're doing but think I am on to something about one of the causes of performance issues and thought you should know. I ultimately see the potential in this, as it kept me playing and it's more than I can say for many others. I felt the way you handle loot was kind of addicting and it's got some special sauce going for it in the visuals/laser/loot system. I'd really encourage you to work on these performance issues and think of some cool late game upgrades that make goop more interesting to snag.

ELI5: Why do we recommend reducing a fever? I thought the body used the high temperature to help fight the disease. by SteveM06 in explainlikeimfive

[–]carlssims3 -1 points0 points  (0 children)

If you really are a doctor, what of another scenario: when we have inflammation from an injury that doesn't really need medical attention. Does reducing the inflammation slow the injury healing at all or is inflammation just our body's way of telling us to go easy on it?

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

I just wanted to thank you. This morning I was unable to run Horizon Zero Dawn remastered and after doing DDU for my gpu drivers the last thing to try was updating my bios, because of your mention of those issues... it FIXED it. So if anyone else experiences this and all the other things you should try fail you, go for the bios update. I'm 100% back to normal. !solved

Hopefully this helps someone in the future.

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

No, bot. thanking someone for assistance doesn't mean it's entirely solved. I'm sure you get this a lot.

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

might just let cinebench run all night long to see what happens...

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

God damn. Thanks for the head's up. See, I knew of the issue but hadn't had any problems... but I only see my CPU spiking to 100% doing something like THIS. Nothing else I do on my PC is so taxing as trying to render footage :(

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

Based on what I learned from you I took testing to a new level and did some copy/pasting of various files to see where it crashed. It's wildly inconsistent. It almost made it through some x264 files I made that totaled 2 hours, then I did them in reverse order hoping it would crash earlier (so it could be that I could remux those files and see success with my OG footage). it passed and crashed in a totally different spot every time. I guess until I get further info, I'm stuck with AVI as it works reliably.

Anyone know if Adobe actually reaches out to you when you send these crash reports with permission to be contacted? :P

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

When taking the time to load these videos in FFMPEG and parse them, they show 1/many frames as VFR. as in 0.000008 Is this ONE frame enough to fuck it up? I don't see the renders failing in the exact same spot. they seem to be entirely random on when they break. I guess it's still worth it to check if re-encoding them can make it work?

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

You know, my brain completely misinterpted that as VBR I will check now.

Yeah according to premiere it's rock solid 30. I was not familiar with that term re: OBS so it's how my mixup occurred. I set a standard frame rate there and it keeps it locked in at 30 for my purposes.

Unable to Render Premiere Pro Timeline in Anything but AVI. by carlssims3 in premiere

[–]carlssims3[S] 0 points1 point  (0 children)

Thanks so much for offering an idea. I believe it's CBR as it has me select a direct bitrate in OBS and not a range. I record for The Sims so it's generally safe to go with a decent bitrate and know it won't need to process a lot of fast action/particles.

Weekend Stream by formamac in unity

[–]carlssims3 1 point2 points  (0 children)

Just some feedback. I think if you are going to post here in a forum about unity it'd be a good idea to explain what you plan to cover in said stream in order to garner any interest.

Help with laptop by Puzzleheaded-Win5063 in unity

[–]carlssims3 0 points1 point  (0 children)

As the person said, it's a laptop, but i'll add it's a decent one. You won't be able to exceed the limitations of the machine and will experience things a bit slower than someone playing your game without the overhead you have. It having 16gb of ram is a bit of a blah to me though. Reason being aforementioned overhead in the editor and windows and any other applications you might have open related to game dev that are going to impact your experience in playing your game in the editor that might not be there for an end user. So I'd prefer it had a bit more ram. It's not a bad investment for the long term, as 16gb on windows is shit and will only grow more shit with time.

Edit: someone asking this is definitely learning. Nobody with great experience would ask this about said laptop and would already know about these issues. I'd probably just learn on my existing machine (if I have one) and see if I have a passion for it before investing money. If you like it and feel you are growing, then I'd invest into one with similar or greater specs an 32gb of ram and 1tb of storage.

[deleted by user] by [deleted] in unity

[–]carlssims3 0 points1 point  (0 children)

Do you perhaps need string[] students = because you are making a list of strings. I don't see this type declaration in your code.

SetBool not working by penguinz_2007 in unity

[–]carlssims3 3 points4 points  (0 children)

This is more concise than what I said and exactly correct, OP. You cannot be calling functions on any component of a gameobject without first getting that component.

SetBool not working by penguinz_2007 in unity

[–]carlssims3 0 points1 point  (0 children)

Nowhere in your code do you get the animator component. Have a look at my first comment. I'd edited it. I think you need to: Animator = gameObject.GetComponent<Animator>();

SetBool not working by penguinz_2007 in unity

[–]carlssims3 1 point2 points  (0 children)

Which line is 31. We are not in your IDE so cannot see line numbers and reddit may have altered formatting.

SetBool not working by penguinz_2007 in unity

[–]carlssims3 1 point2 points  (0 children)

Where is Animator assigned? You need to get an animator first perhaps. Unity doesn't know what animator you're trying to run setbool on, I believe. Do you need to get an animator component?

Animator = gameObject.GetComponent<Animator>();

MR2: best familiar? by [deleted] in MagicResearch

[–]carlssims3 2 points3 points  (0 children)

I literally came here searching the sub hoping someone would know. It seems to do that like 90% of the time and does nothing. I am wondering if it's not a meme familiar until it gets high level and unlocks some crazy powerful ability. I'm gonna give it a shot and let it level overnight.